Examples of TextureState


Examples of com.jme.scene.state.TextureState

       
    Quad debugQuad = new Quad( "reflectionQuad", quadWidth, quadHeight );
    debugQuad.setRenderQueueMode( Renderer.QUEUE_ORTHO );
    debugQuad.setCullMode( SceneElement.CULL_NEVER );
    debugQuad.setLightCombineMode( LightState.OFF );
    TextureState ts = display.getRenderer().createTextureState();
    ts.setTexture( waterEffectRenderPass.getTextureReflect() );
    debugQuad.setRenderState( ts );
    debugQuad.updateRenderState();
    debugQuad.getLocalTranslation().set( quadWidth * 0.6f, quadHeight * 1.0f, 1.0f );
    debugQuadsNode.attachChild( debugQuad );

    if( waterEffectRenderPass.getTextureRefract() != null ) {
      debugQuad = new Quad( "refractionQuad", quadWidth, quadHeight );
      debugQuad.setRenderQueueMode( Renderer.QUEUE_ORTHO );
      debugQuad.setCullMode( SceneElement.CULL_NEVER );
      debugQuad.setLightCombineMode( LightState.OFF );
      ts = display.getRenderer().createTextureState();
      ts.setTexture( waterEffectRenderPass.getTextureRefract() );
      debugQuad.setRenderState( ts );
      debugQuad.updateRenderState();
      debugQuad.getLocalTranslation().set( quadWidth * 0.6f, quadHeight * 2.1f, 1.0f );
      debugQuadsNode.attachChild( debugQuad );
    }

        if( waterEffectRenderPass.getTextureDepth() != null ) {
            debugQuad = new Quad( "refractionQuad", quadWidth, quadHeight );
            debugQuad.setRenderQueueMode( Renderer.QUEUE_ORTHO );
            debugQuad.setCullMode( SceneElement.CULL_NEVER );
            debugQuad.setLightCombineMode( LightState.OFF );
            ts = display.getRenderer().createTextureState();
            ts.setTexture( waterEffectRenderPass.getTextureDepth() );
            debugQuad.setRenderState( ts );
            debugQuad.updateRenderState();
            debugQuad.getLocalTranslation().set( quadWidth * 0.6f, quadHeight * 3.2f, 1.0f );
            debugQuadsNode.attachChild( debugQuad );
        }
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Examples of com.jme.scene.state.TextureState

    as1.setTestEnabled(true);
    as1.setTestFunction(AlphaState.TF_GREATER);
    as1.setEnabled(true);

    // Now setup font texture
    TextureState font = display.getRenderer().createTextureState();
    /* The texture is loaded from fontLocation */
    font.setTexture(TextureManager.loadTexture(TankGameState.class
        .getClassLoader().getResource("com/jme/app/defaultfont.tga"),
        Texture.MM_LINEAR, Texture.FM_LINEAR));
    font.setEnabled(true);

    // Then our font Text object.

    /** This is what will actually have the text at the bottom. */
    fps = new Text("FPS label", "");
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Examples of com.jme.scene.state.TextureState

            "jmetest/data/texture/highest.jpg")), 100, 200, 380);

        pt.createTexture(512);

        // assign the texture to the terrain
        TextureState ts1 = DisplaySystem.getDisplaySystem().getRenderer().createTextureState();

        ts1.setEnabled(true);

        Texture t1 = TextureManager.loadTexture(pt.getImageIcon().getImage(),MinificationFilter.NearestNeighborLinearMipMap,MagnificationFilter.NearestNeighbor,
                       
                        ts1.getMaxAnisotropic(), true);

        Texture t2 = TextureManager.loadTexture(new ImageIcon(
                getClass().getClassLoader().getResource(
                "jmetest/data/texture/Detail.jpg")).getImage(),
                MinificationFilter.NearestNeighborLinearMipMap,MagnificationFilter.NearestNeighbor, true);  
      
        t2.setWrap(WrapMode.Repeat);

        ts1.setTexture(t1, 0);
        ts1.setTexture(t2, 1);

        tb.setRenderState(ts1);

        tb.setDetailTexture(1, 128);
    }
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Examples of com.jme.scene.state.TextureState

        lightState.attach(light);
        lightState.attach(light2);

        rootNode.setRenderState(lightState);

        TextureState ts = display.getRenderer().createTextureState();
        ts.setEnabled(true);
        ts.setTexture(TextureManager.loadTexture(TestBoxColor.class.getResource("/textures/earth_small/earthmap1k.jpg"), Texture.MinificationFilter.Trilinear, Texture.MagnificationFilter.Bilinear));
        rootNode.setRenderState(ts);

        Random random = new Random();
        for (int i = 0; i < 2000; i++) {
            Sphere sphere = new Sphere("sphere_" + i, new Vector3f(random.nextInt(500) - 250, random.nextInt(500) - 250, random.nextInt(500) - 250), 12, 12, random.nextInt(5) + 4);
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Examples of com.jme.scene.state.TextureState

        return node;
    }

    public static TextureState createUsualTS(Texture texture, Texture... textures) {
        TextureState ts = DisplaySystem.getDisplaySystem().getRenderer().createTextureState();
        ts.setTexture(texture, 0);
        for (int i = 0; i < textures.length; i++) {
            ts.setTexture(textures[i], i + 1);
        }
        return ts;
    }
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Examples of com.jme.scene.state.TextureState

        List<Texture> textures = new ArrayList<Texture>();
        Texture t = texture(texturePath);
        for (int i = 0; i < texturesPath.length; i++) {
            textures.add(texture(texturesPath[i]));
        }
        TextureState ts;
        if (textures.size() == 0){
            ts = createUsualTS(t);
        } else {
            ts = createUsualTS(t, textures.toArray(new Texture[textures.size()]));
        }
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Examples of com.jme.scene.state.TextureState

        }
        return ts;
    }

    public static TextureState createUsualTS(HudTextures hudTexture, HudTextures... hudTextures) {
        TextureState ts = DisplaySystem.getDisplaySystem().getRenderer().createTextureState();
        ts.setTexture(hudTexture.getTexture(), 0);
        for (int i = 0; i < hudTextures.length; i++) {
            ts.setTexture(hudTextures[i].getTexture(), i + 1);
        }
        return ts;
    }
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Examples of com.jme.scene.state.TextureState

        SceneMonitor.getMonitor().registerNode(node, "COCKIP");

        node.setRenderQueueMode(Renderer.QUEUE_TRANSPARENT);
        ZBufferState zs = DisplaySystem.getDisplaySystem().getRenderer().createZBufferState();
        node.setRenderState(zs);
        TextureState ts = DisplaySystem.getDisplaySystem().getRenderer().createTextureState();
        node.setRenderState(ts);
        node.setRenderState(rootNode.getRenderState(RenderState.StateType.Light));

        node.attachChild(ModelLoader.loadSpatial("/model/max3ds/cockpit.3DS"));
       
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Examples of com.jme.scene.state.TextureState

        lz.updateModelBound();
        axis.attachChild(lx);
        axis.attachChild(ly);
        axis.attachChild(lz);

        TextureState ts = DisplaySystem.getDisplaySystem().getRenderer().createTextureState();

        this.setTextureCombineMode(TextureCombineMode.Off);
        this.setRenderState(ts);

        ZBufferState zs = DisplaySystem.getDisplaySystem().getRenderer().createZBufferState();
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Examples of com.jme.scene.state.TextureState

        // testovany box
        box = new Box("box", Vector3f.ZERO, 10, 10, 10);

        // texture state se dvemi texturami
        TextureState ts = display.getRenderer().createTextureState();
        Texture t01 = TextureManager.loadTexture(getClass().getResource("/textures/pattern/rgb.bmp"), Texture.MinificationFilter.Trilinear, Texture.MagnificationFilter.Bilinear, 1.0f, true);
        Texture t02 = TextureManager.loadTexture(getClass().getResource("/textures/pattern/mask.bmp"), Texture.MinificationFilter.Trilinear, Texture.MagnificationFilter.Bilinear, 1.0f, true);
        //jak se ty dve textury smichaji
        t01.setApply(ApplyMode.Combine);
        t02.setApply(ApplyMode.Combine);
      
        // jen na zkousku pootacim jednu z textur
        t01.setRotation(new Quaternion(new float[]{0.1f,0.5f,0.5f}));
        t01.setWrap(WrapMode.Repeat);
       
       
        //kdyz ma t01 a t02 ApplyMode combine, tak se da dale kombinovat za pomoci dalsiho milionu kombinaci
        /*t01.setCombineFuncRGB(CombinerFunctionRGB.Modulate);
        t01.setCombineSrc0RGB(CombinerSource.CurrentTexture);
        t01.setCombineOp0RGB(CombinerOperandRGB.SourceColor);
        t01.setCombineSrc1RGB(CombinerSource.PrimaryColor);
        t01.setCombineOp1RGB(CombinerOperandRGB.SourceColor);
        t01.setCombineScaleRGB(CombinerScale.One);

        t02.setCombineFuncRGB(CombinerFunctionRGB.AddSigned);
        t02.setCombineSrc0RGB(CombinerSource.CurrentTexture);
        t02.setCombineOp0RGB(CombinerOperandRGB.SourceColor);
        t02.setCombineSrc1RGB(CombinerSource.Previous);
        t02.setCombineOp1RGB(CombinerOperandRGB.SourceColor);
        t02.setCombineScaleRGB(CombinerScale.One);*/
       
        // prirazeni do jednotlivych "slotu" texture state
        ts.setTexture(t01, 0);
        ts.setTexture(t02, 1);
        // !dulezite. Texture state pripravuje koordinaty pouze pro "slot" 0. Takze je potreba prokopirovat do slotu 1
        box.copyTextureCoordinates(0, 1, 1f);

        // prirazeni boxu
        box.setRenderState(ts);
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